Revision as of 22:40, 12 February 2018

Contents

Health

Every character has a universal health value of 10,000.

Recoverable Health

The blue part can be recovered if they tag out and rest

When characters take damage, a percentage of that damage can be healed if they are able to tag out (colloquially called blue health). Tagging back in or getting forced back in removes any recoverable health the character has, so players will need to decide if tagging in a character is worth the potential health lost.

The amount of recoverable health depends on the context:

Context

% Recoverable

Combos that start with a non-invincible attack

50%

Combos that start with an invincible attack (ie. Lv3 Supers)

100%

All damage to an assist

100%

Characters tagged out and not on cooldown regain health at the rate of 3.17 health/frame. During Sparking! the point character regains health at the rate of 8.16/frame.

Gohan (Adult)'s 2L has the scaling properties of a medium or heavy normal.

Hit's 2L and 5S have the scaling properties of a 6M.

Minimum Damage

Combo System

The combo system is very freeform, however there are a few rules that limit things:

Moves that cause the camera to briefly change angles and zoom in are considered to have the Smash property, which puts the opponent in an extended hitstun state compared to normal

Each combo can only have one Smash in it, any further attempts will cause normal hitstun instead, however there are exceptions.

The third hit of the autocombo (5LLL) will always Smash

Vanish can be used for an additional wall bounce, however any further Vanishes will not wall bounce

j.H will slam down and ground slide the opponent if used after an attack with launching Smash! property (Dragon Rush starter, 2H, most j.2H, more)

There are exceptions, Android 16's j.H is a wall bounce, Piccolo, Yamcha and Android 21's j.H cause blowback and have no Smash! property

Hitstun Decay

Chip Damage

When blocking specials and supers a very small percentage of the attack's base damage will be dealt in the form of recoverable health. This is colloquially known as chip damage (i.e. chipping away an the opponent's health). Some attacks do a significant amount of chip damage, like Krillin's Destructo Disc.

Normals and regular ki blasts do not perform chip damage.

A character will not die from chip damage.

Valid vs. Invalid Combos

A valid combo versus an invalid combo. The number turns blue when the combo could have been escaped

Because characters can choose to delay their air recovery, this leads to the possibility of combos that work only because the opponent decided not to recover. This means that some combos are not "true" combos; the game's HUD differentiates between the two classes of combos by showing the hit counter as red for a valid combo and blue for an invalid combo.

There are some situations on defense where you intentionally delay a recovery to avoid a mixup. For example, some characters often create mixups assuming you will recover right away. Delaying your recovery will mess up their timing and allow you the chance to escape.